found, just now, a Puddle nodes setup from a certain [.B] app
should be similar in LightWave i'd think.
i don't think there's more (or less) to it...
This looks like it would only work on very flat surfaces. I don't think it would work on actual displaced geometry.
Correct, it is a visual trick... but a really good one at that!just a visual trick i think, pure reflection, is my guess, no transparency
demo > water level node puddles
Proof of Concept:
Now I wanted to try out rendering the mixed Color Map, Displacement Map, Roughness Map and Specular Map in Lightwave.
So both materials in one texture set (the same way as substance outputs them).
Combined textures for ground and water:
View attachment 150895
Here is a comparison between the original height mix method render and a render using the above textures. I rendered the maps in 2K only. Therefore, the resolution is not as fine as the original Textures:
View attachment 150896
Not sure what it is, if it is the actual method of displacing it, low textures or such.
But I just don´t think it looks good with displacements like shown here, where textures get´s distorted along the height displacements, and some tiling artifacts.
Besides, it doesn´t give justice to the rich detail of cavities and bulges, holes that actually very often is there in ground fauna.
In this case it is some kind of root system, which would be better presented as true flowing geometry rather than displacements.
Is it the sample you got that isn´t (that good) or is it the technique, or is it a lightwave limitation compared to others handling the displacement?
Bloody hell, you sure are a node wrangler!! Anyway, You are proving my point more and more --> Lightwave can do a lot that substance does as well. I've been looking up the nodes that are available in substance and I think about 90% of them are also in Lightwave. So in theory it should be possible to re-create quite a few substance materials right inside Lightwave.It is not about displacement in my example (strictly speaking, displacement is too strong because I need enough depth for the water). It is about mixing two texture sets depending on the displacement height. It's about the water and seeing the bottom underwater.
However, there is no ground under the water, it is just a texture. It is a test of a method that exists in Substance.
You can see the basic node setup in Post #26!
Bloody hell, you sure are a node wrangler!! Anyway, You are proving my point more and more --> Lightwave can do a lot that substance does as well. I've been looking up the nodes that are available in substance and I think about 90% of them are also in Lightwave. So in theory it should be possible to re-create quite a few substance materials right inside Lightwave.
Very nice what you did there, keep it coming!
In fact, perhaps it would be better to move this whole discussion to the Nodes section of the forum... Together with that other thread where you did some great node stuff (cant remember the name of that thread exactly).
Normally you could look at Thomas profile to browse through his posts to find it, but he has limited that so I can´t access his profile.
But there is google....
So I used this string in google image search...
site:https://forums.newtek.com thomas leitner
and found some images I recalled was about nodes, and one of those led to this page...nodal input, perhaps the one you are refering too?